
AddCSLuaFile()

ENT.Type				= "point"
ENT.DisableDuplicator	= true


--
-- Make this entity always networked
--
function ENT:UpdateTransmitState()	return TRANSMIT_ALWAYS end

--
-- Networked / Saved Data
--
function ENT:SetupDataTables()

	self:NetworkVar( "Vector",	0,	"TopColor",			{ KeyName = "topcolor", Edit = { type = "VectorColor", category = "Main", order = 1 } } );		
	self:NetworkVar( "Vector",	1,	"BottomColor",		{ KeyName = "bottomcolor", Edit = { type = "VectorColor", category = "Main", title = "Color Bottom", order = 2  } } );		
	self:NetworkVar( "Float",	0,	"FadeBias",			{ KeyName = "fadebias", Edit = { type = "Float", category = "Main", min = 0, max = 1, order = 3 } } );

	self:NetworkVar( "Float",	4,	"SunSize",			{ KeyName = "sunsize", Edit = { type = "Float", min = 0, max = 10, category = "Sun" } } );
	self:NetworkVar( "Vector",	2,	"SunNormal",		{ KeyName = "sunnormal" } ); -- No editing this - it's for coders only
	self:NetworkVar( "Vector",	3,	"SunColor",			{ KeyName = "suncolor", Edit = { type = "VectorColor", category = "Sun" } } );

	self:NetworkVar( "Float",	2,	"DuskScale",		{ KeyName = "duskscale", Edit = { type = "Float", min = 0, max = 1, category = "Dusk" } } );
	self:NetworkVar( "Float",	3,	"DuskIntensity",	{ KeyName = "duskintensity", Edit = { type = "Float", min = 0, max = 10, category = "Dusk" } } );
	self:NetworkVar( "Vector",	4,	"DuskColor",		{ KeyName = "duskcolor", Edit = { type = "VectorColor", category = "Dusk" } } );

	self:NetworkVar( "Bool",	0,	"DrawStars",		{ KeyName = "drawstars", Edit = { type = "Boolean", category = "Stars", order = 10 } } );
	self:NetworkVar( "String",	0,	"StarTexture",		{ KeyName = "startexture", Edit = { type = "Texture", group = "Stars", category = "Stars", order = 11 } } );

	self:NetworkVarElement( "Angle", 0, 'p', "StarScale", { KeyName = "starscale", Edit = { type = "Float", min = 0, max = 5, category = "Stars", order = 12 } } );
	self:NetworkVarElement( "Angle", 0, 'y', "StarFade", { KeyName = "starfade", Edit = { type = "Float", min = 0, max = 5, category = "Stars", order = 13 } } );
	self:NetworkVarElement( "Angle", 0, 'r', "StarSpeed", { KeyName = "starspeed", Edit = { type = "Float", min = 0, max = 5, category = "Stars", order = 14 } } );
	
	self:NetworkVar( "Float",	1, "HDRScale",			{ KeyName = "hdrscale", Edit = { type = "Float", category = "Main", min = 0, max = 1, order = 4 } } );

	--
	-- Entity defaults
	--
	if ( SERVER ) then

		self:SetTopColor( Vector( 0.2, 0.5, 1.0 ) )
		self:SetBottomColor( Vector( 0.8, 1.0, 1.0 ) )
		self:SetFadeBias( 1 )
		

		self:SetSunNormal( Vector( 0.4, 0.0, 0.01 ) )
		self:SetSunColor( Vector( 0.2, 0.1, 0.0 ) )
		self:SetSunSize( 2.0 )

		self:SetDuskColor( Vector( 1.0, 0.2, 0.0 ) )
		self:SetDuskScale( 1 )
		self:SetDuskIntensity( 1 )

		self:SetDrawStars( true )
		self:SetStarSpeed( 0.01 )
		self:SetStarScale( 0.5 )
		self:SetStarFade( 1.5 )
		self:SetStarTexture( "skybox/starfield" )

		self:SetHDRScale( 0.66 )

	end

end

--[[---------------------------------------------------------
   Name: Initialize
-----------------------------------------------------------]]
function ENT:Initialize()
	
	
end


--[[---------------------------------------------------------
   Name: KeyValue
   Desc:
-----------------------------------------------------------]]
function ENT:KeyValue( key, value )

	if ( self:SetNetworkKeyValue( key, value ) ) then
		return
	end

	-- TODO: sunposmethod 
	-- 		0 : "Custom - Use the Sun Normal to position the sun"
	--		1 : "Automatic - Find a env_sun entity and use that"

end


function ENT:Think()

	--
	-- Find an env_sun - if we don't already have one.
	--
	if ( SERVER && self.EnvSun == nil ) then
		
		-- so this closure only gets called once - even if it fails
		self.EnvSun = false;

		local list = ents.FindByClass( "env_sun" )
		if ( #list > 0 ) then
			self.EnvSun = list[1]
		end

	end
	
	--
	-- If we have a sun - force our sun normal to its value
	--
	if ( SERVER && IsValid( self.EnvSun ) ) then

		local vec = self.EnvSun:GetInternalVariable( "m_vDirection" );
		
		if ( isvector( vec ) ) then
			self:SetSunNormal( vec )
		end

	end

	--
	-- Become the active sky again if we're not already
	--
	if ( CLIENT && g_SkyPaint != self ) then

		if ( !IsValid( g_SkyPaint ) ) then
			g_SkyPaint = self
		end

	end

end

--
-- To prevent server insanity - only let admins edit the sky.
--
function ENT:CanEditVariables( ply )

	return ply:IsAdmin()

end